|
|
Model of a ssc file |
Observations |
|
Class “Planet” Texture
“file” Mesh “file” Emissive true NightTexture “file” BumpMap “file” BumpHeight “file” Color [ R G B ]
SpecularColor
[ R G B ] SpecularPower
25.0 HazeColor
[ R G B ] HazeDensity
0.8
Radius
6378
Oblateness
0.003
Atmosphere { Height
70
Lower [ R G B ] Upper [ R G B ] Sky [ R G B ] CloudHeight 40
CloudSpeed 50
CloudMap
"file"
}
EllipticalOrbit { Period 0.6152
SemiMajorAxis 0.7233
Eccentricity 0.0068 Inclination 3.3947
AscendingNode
76.681
LongOfPericenter
131.533
MeanAnomaly
181.979
Epoch
2452028.18381755
}
RotationPeriod 23.9344694 Obliquity 3.3947
LongOfRotationAxis 76.681 RotationOffset 280.5
PrecessionRate 48.98
Albedo 0.10 Rings
{ Inner
74658 Outer
140000 Texture "saturn-rings.png" Color
[R G B] } }
|
R, G et B values between 0.0 and 1.0
in km
in km
in km in km/h
in degrees in degrees in degrees in degrees
in degrees in degrees in degrees
in km in km
|
Detailed
description :
Star = Name of the star around which the
object orbits (it can be any of the star's names, ex : Alpheratz, Sirrah,
ALF And, 21 And, DEL Peg, HD 358, HIP 677).
To make
an object orbit a planet,
you only need to add /Planet after the name of your star (for example : Sol/Earth).
To make it orbit a moon you will have to add /Moon after Star/Earth (for example
: Sol/Jupiter/Io) and so on.
2)
The 5 classes are : planet, moon, comet, asteroid, and spacecraft
They differ in
the displayed color of the name, the possibility of being able to see the
orbits, like in the case of a planet or a moon. If you want to make a space
ship and be able to see it’s orbit without selecting it you may change it’s
class to a moon, for example.
The class is not a required field, it is possible that Celestia may retrieve
it for himself by looking at the radius of the object.
3) With this line set to true, the object is considered as a light source whose colour depends of the original colours of the differents parts of the objects.
Ex :
Hubble |
and
with... |
4) Generally one does not use the functions Textures and Mesh together because the models are already textured, the Texture function is thus useful only for the planets and moons, spherical by default.
The extensions possible for the textures files are : jpg, bmp, tga, avi, dds, png.
All the files must
come in a format in which the size of the image is multiple of 2, example:
2048x1024, 8192x4096, etc, or else Celestia will be unable to read the files
and you shall obtain a beautiful white, blue or purple planet !
By default Celestia will access
the textures files that are located on the textures/medres directory and then
in the lowres and hires directory if you press ‘r’ or ‘shift+r’.
If you want to use textures of different qualities on Celestia and you have
one in a resolution of 4096x2048 for example, place that file on the hires
directory and then reduce the image resolution, with an editor of your choice,
to obtain an image in 2048x1024 which you’ll place in the medres directory
and one in 1024x512 in the lowres directory. All the files must have the exact
same name.
5)
This line may be used with any kind of class although it is not meant for
the planets and the moons that possess a spherical geometry (an exception
are objects like the two small satellites Phobos and Deimos, for example).
The possible extensions
are 3ds and cms. I do not know much about the cms files that appear to only
be used for the models of the asteroids but I wont say the same about the
3ds files. This format is used by applications like 3D Studio Max, you have
to have a copy of this kind of software in order to be able to edit or create
these files and then export the model onto the 3ds format. If you want to
texture your models you must place your textures (always in a format multiple
of 2: 64x128, for example) on the medres directory and then apply them to
your model.
6)
NightTexture like the name says is used as the night textures of the planets.
These textures appear progressively as the surface stops being illuminated
by the sun.
Earth
without NightTexture |
and
with .... |
7)
The BumpMap function is used to simulate the planet’ s relief from black and
white images representing the altitude of different points of the globe. These
file are limited to a size of 2048x1024 and wont work with textures of the
dds format. It seems that this function only works with Nvidia-type video
cards (like GeForce).
Mercure
without BumpMap |
and with.... |
8)
9)
This corresponds to the color of planet when you see it by far, and closer
when no texture are assigned to it. This color is coded according to the system
[ Red Green Blue ] with a value ranging between 0 and 1 for each one of these
components, for example for an entirely red planet these values will be :
[ 1 0 0 ] and for the Earth : [ 0.85 0.85 1.0 ].
10)
SpecularColor corresponds to the color of the reflections of a star on the
surface of a
planet, it is coded in the same manner as the Color function. Moreover these
reflections are conditioned by the presence of an alpha layer in the texture
of the surface of planet, which then makes it possible to obtain reflections
much more realistic which are limited to the surface of the oceans and the
seas.
SpecularColor
[0.05 0.5 0.55] |
SpecularColor
[1.0 0.0 0.0] |
11)
12)
HazeColor must be an option to manage a kind of fog on the surface of planet
in order to recreate the effects of the atmosphere but it seems that it only
works with a Geforce3 or other more powerful cards thus I’m sorry, it will
be necessary to wait a little before knowing what it does ;)
14)
Radius of the object, in kilometers. For the 3ds files, the models are all
resized to fill in a cube with a side unit then their size is determined by
the value of the "radius".
15)
Oblateness corresponds to the "flatness" of the planet, it is equal
to 1-(radius at the pole/radius at the equator). Thus for a value of 0 you
have a spherical planet and for a value of 1 you obtain a disc! (for the Earth,
Oblateness=0.003). Attention however because the atmosphere is not modified
and thus does not follow the new geometry of the planet.
Oblateness=1 |
Oblateness=0.66 |
Oblateness=0.33 |
17)
Thickness in kilometers of the atmosphere, this one is visible at low altitude
on the
periphery of planets in the form of a colored halation.
18)
and 19)
20) Sky corresponds to the colour of the sky as you would see it if you were situated somewhere below the altitude of the atmosphere given in "Height".
| Example
of how to use these elements : |
Height
100 Lower [0.0 0.0 1.0] # Bleu Upper [0.0 1.0 0.0] # Vert Sky [1.0 0.0 0.0] # Rouge |
6000
km |
2000
km |
500 km |
100 km |
80 km |
50 km |
20 km |
21)
Altitude in kilometers of the clouds.
22)
Speed, measured in kilometers per hour, of the clouds.
23)
Texture of the clouds, these textures must have an alpha layer making it possible
to see surface by transparency or they mask this texture as on Venus where
the clouds are so dense that they hide the surface of planet. It is thus necessary
to avoid the files JPEG which do not manage the alpha layers but to rather
use png or dds files. Apparently it would seem that textures of clouds can't
exceed the resolution of 2048x1024, when using an 8k cloud texture I realized
it wasn't showing more details than if it was a 2k one.
27)
Period and SemiMajorAxis are the only absolutely compulsory orbital elements,
if not
Celestia cannot create the new object.
For planets the
period is counted in terrestrial years (1.00 for the Earth, 0.6152 for Venus
and 248.54 for Pluto) whereas for the satellites it is counted in terrestrial
days (27.32 for the Moon).
28)
SemiMajorAxis corresponds to the half large axis of the orbit of the object,
this value is connected to the period by the formula of Kepler : (T²)/(4p²)=(a^3)/(G*M)
with T Period of the object
a Semi major axis of its orbit (in meters)
G Constant of gravitation= 6.67*10^-11
M
For the planets
the semi major axis is counted in astronomical units (UA = 150 million km)
whereas for the satellites it's in km.
### The following values correspond to the orbital elements of the object, they are necessary only if you plan to give a precise orbit to your object or if not you can leave it blank, Celestia will give him an orbit by default.
If you want nevertheless
to fill these fields, two choices are given then: either you have the real
data of your object and it is then enough to rewrite them or make them up,
but then a small explanation is imposed (as I do not claim to be an expert
on the matter I have recopied these explanations and recovered a diagram).
29)
The eccentricity is a value ranging between 0 and 1 making it possible
to define the elliptic form of an orbit, with 0 the orbit is not deformed
it is thus a circle and this orbit is
increasingly elliptic when it approaches 1.
30)
The inclination measured in degrees corresponds to the orientation of the
plane of the orbit compared to the plane of the terrestrial equator.
orientation of the axis of the nodes compared to a direction of reference
(vernal point).
In practice, one often positions the plane of the orbit starting from the
longitude of the
ascending node on a given date (the ascending node is the point of intersection
of the orbit with the plane of the equator when the satellite goes up in the
southern hemisphere towards northern hemisphere).
32) The argument of the perigee (in degrees) gives
the position of the axis of the ellipse compared to the equatorial plane.
It moves the angle, in the plane of the orbit, between the line of the node
(which belongs to the plane of the equator) and the large axis of the ellipse.
33) The average anomaly corresponds to the position
of the satellite in its orbit around the Earth compared to the axis of the
perigee.
34) Epoch of the orbital elements. It is counted in
days and decimal fractions of days, knowing that to the epoch by default,
January 1, 2000 at noon, corresponds the value 2451545.
And
if this diagram is not enough here is the url of a site containing all the
essential data on these orbital elements: http://spaceflight.nasa.gov/realdata/elements/
36) Period of rotation of the object around
itself in hours.
37) Obliquity corresponds to the slope of
the axis of rotation of the object.
38) Longitude of the axis of rotation projected
on the orbital level.
"Normal"
3D base |
After
exporting in Celestia |
Obliquity
and LongOfRotationAxis |
39) Rotation of the object at the time given
by the epoch (1st Jan 2000 by default).
40) PrecessionRate corresponds to the rate
of precession of the axis of rotation in rad/days.
###
If, as me, you haven't really
understood the utility of these last functions you can
also thank Matt McIrvin from the Celestia forum
(http://www.shatters.net/forum/viewtopic.php?t=427) for finding the tip allowing me to have
a satellite always pointing in the same direction on the surface of the Earth
(like the geostationary satellites). You only have to copy the value of Inclination
for Obliquity and that of AscendingNode for LongOfRotationAxis and your satellite
points then always in the same direction compared to the Earth, then you only
have to play with the value of RotationOffset to have it pointing in the right
direction ! ###
41)
43) et 44) Inner and Outer radius of the rings.
45) Textures of the rings : it corresponds
to the visible and "invisible" area of the rings, like for the clouds.
It appears as a section of the disc (it can have a size of 512x2 for
example) and is thenapplied by rotation to the whole rings.
Examples of rings :
(squares
are transparent areas)
46)
Rings color, in [R G B] system. In the example above, it corresponds to the
Saturn's rings color : [ 1.0 0.88 0.82 ]